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- *****************************************************************************
-
- Sensaura DirectSound3D Windows Demo Application
- Demo Version 1.04.000
- May 12 2000
-
- *****************************************************************************
-
- Table of contents:
-
- 1. Introduction
- 2. What's new in version 1.04.000
- 3. How to install the demo
- 4. How to play the demo
- 5. What's in the source code
- 6. How to build the source code
- 7. Which bits do you need for your programs
- 8. Copyright issues - why there aren't any
- 9. Troubleshooting
- 10. Known problems
- 11. Contacting Sensaura
-
-
- *****************************************************************************
-
- 1. Introduction
-
- *****************************************************************************
-
- Welcome to the Sensaura DirectSound3D demonstration. The purpose of this
- demo is to show how easily you can add 3D positional audio to your games and
- other programs, simply by using the Microsoft« DirectSound3D« API.
- All Sensaura sound cards support the DirectSound3D API, providing hardware
- acceleration of 3D positional audio to give you sounds in front, behind above
- and below you. If you write your games using DirectSound3D, not only does
- the alien fighter fly off the top of the screen, the sound of its engine
- screams over the player's head. Hear the roar of the other cars and the
- crowd all around you as you cross the finish line in the grand prix. And get
- all this without hitting your CPU, because your Sensaura sound card is doing
- all the work. Even if you don't have a Sensaura sound card, DirectSound3D
- can take advantage of any other 3D audio hardware that may be available, so
- you know that your game will run on the broadest possible base of
- 3D-accelerated sound hardware.
-
- *****************************************************************************
-
- 2. What's new in version 1.04.000
-
- *****************************************************************************
-
- Version 1.04.000 of the Sensaura DirectSound3D demonstration consists of
- minor modifications for DirectX 7.0 plus integration into the Sensaura SDK.
- The code functionality is identical to the previous versions (1.03.000/1.01.000).
-
- *****************************************************************************
-
- 3. How to install the demo
-
- *****************************************************************************
-
- To run the demo you will need to have Microsoft« DirectX« version 5.0 or
- higher installed. If you don't already have it you can install it from this
- CD-ROM.
-
- Install the Sensaura DirectSound3D demo by running setup.exe, then from the
- start menu select Programs/Sensaura/DirectSound3D Demo/DirectSound3D Demo to
- run the demo.
-
- *****************************************************************************
-
- 4. How to play the demo
-
- *****************************************************************************
-
- This is an extremely simple demo. The keys to play the demo are:
-
- Up Arrow: Forward
- Down Arrow: Back
- Left Arrow: Turn Left
- Right Arrow: Turn Right
- Page Up: Up
- Page Down: Down
- Space: Fire
-
- As you move around, listen to the sounds of the flying saucer and meteor as
- they fly around, behind, above and below you. When you press fire, listen to
- how the sound of the bullets comes from beyond the loudspeakers. When you
- blow something up, try flying towards and past the explosion to hear the
- sound go right past your ears.
-
- There are several menu options which control the sound so that you can hear
- the differences between Sensaura 3D positional audio, Microsoft DirectSound3D
- software emulation of 3D positional audio, and normal stereo. The
- accelerator keys for these options are:
-
- F5: Sensaura 3D positional audio. Get full 3D positional
- audio and hardware acceleration. If Sensaura is not
- available on you system, then this menu option will
- be disabled.
- F6: Hardware DirectSound3D audio. If you don't have
- Sensaura, but other 3D audio hardware is available on
- your system, then use this option to take advantage
- of the hardware acceleration provided.
- F7: Microsoft DirectSound3D software emulation. If no 3D
- audio hardware is available, DirectX will do its own
- 3D processing in software on the CPU. The 3D audio
- quality is greatly reduced and your CPU is now using
- up time which could be better spent on the graphics
- and gameplay
- F8: Stereo. The sounds are panned between the speakers.
- This is what you've been listening to up until now,
- even on the best games. Boring, isn't it.
-
- F9: Loudspeaker output.
- F10: Headphone output.
- Sensaura and other DirectSound3D positional audio can
- be configured for the chosen output device i.e.
- loudspeakers or headphones. Normal stereo cannot be
- configured in this way.
-
- *****************************************************************************
-
- 5. What's in the source code
-
- *****************************************************************************
-
- At first sight, the code seems to contain a bewildering number of files, but
- don't panic !! All the code for 3D positional audio is contained in a few
- files. All the others are there to produce a complete program, and to show
- you how to integrate your DirectSound3D code into a complete application.
-
- *****************************************************************************
-
- 6. How to build the source code
-
- *****************************************************************************
-
- Before you get started, you'll need to have the Microsoft DirectX SDK,
- version 5.0 or above. If you're installing this demo from our CD-ROM then
- you can install DirectX 7.0 from the CD-ROM. Otherwise, you can visit the
- good ol' boys at Microsoft to find out how to get it:
-
- http://www.microsoft.com/directx
-
- If you're using Microsoft Visual C++ version 5.0 or above, load up the
- project workspace, ds3ddemo.dsw. Then ensure that the compiler can see the
- DirectX SDK include and library directories. From the Tools menu, select
- options. Select the Directories tab from the dialog box which appears and
- make sure that the SDK include directory, e.g. c:\mssdk\include is the
- first directory in the include files. Then do the same for the SDK library
- directory, e.g. c:\mssdk\lib, in the library files. Then, hit the build
- button!!!
-
- To view the source code in Visual C++ (or anywhere else for that matter),
- ensure that your editor's indent and tab settings are both set to 4.
-
- *****************************************************************************
-
- 7. Which bits do you need for your programs
-
- *****************************************************************************
-
- Although there are a large number of source files, all the code you need to
- look at is contained in the following files:
-
- sensaura.cpp
- The functions you need to create a Sensaura-specific
- DirectSound3D object are here.
-
- directx.cpp
- This contains a C++ class, DirectXObject, to handle all the
- general initialization, termination and management of your
- DirectX environment, including your DirectSound3D setup.
-
- dswave.cpp
- This contains a handy C++ class, DirectSoundWave, which
- automates creating a sound from a WAVE resource and creating
- a DirectSound buffer from it, so you don't have to do all that
- tedious mucking about with parsing WAVE data.
-
- dxwindow.cpp
- Shows how to switch between different types of DirectSound, so
- that you can hear the difference between Sensaura, Microsoft
- software DirectSound3D and normal stereo.
-
- dxwldobj.cpp
- Some specific 3D objects with sounds attached to them. The
- flying saucer and meteor objects have attached sounds which
- move with the object, whilst the bullet object has an attached
- sound which doesn't move, staying at the position where the
- bullet started
-
- dxworld.cpp
- Shows how to integrate your DirectSound3D code into an
- application. Includes code so that, if no hardware 3D
- positional audio is available, the game will use stereo
- panning and volume change to position sounds, rather than use
- DirectSound3D software emulation.
-
-
- handyfns.cpp & handyfns.h
- Contains some useful macros to save your poor little fingers
- from repetitive strain injury.
-
- object3d.cpp
- Contains C++ base classes for creating objects with 3D sounds
- attached to them. The class also contains code for
- positioning sounds in 2D using stereo panning and volume change
- if no 3D hardware is available.
-
- *****************************************************************************
-
- 8. Copyright issues - why there aren't any
-
- *****************************************************************************
-
- All the code in this demo uses Microsoft's DirectX API. You can include it
- in your programs as is, modify it or do whatever you like. Just go forth and
- write great sounding programs using DirectSound3D!!!
-
- *****************************************************************************
-
- 9. Troubleshooting
-
- *****************************************************************************
-
- If you're reading this, then we didn't do our job properly. However, life
- being what it is, you may encounter some problems. If the solution isn't in
- this list, then let us know what it is and we'll fix it !!
-
- Trouble running the program:
- Check that the executable, ds3ddemo.exe, and all the DirectX files
- i.e. bullet.x, saucer.x etc., are in the same directory
-
- Check that you have DirectX 5.0 or above installed on your system.
-
- Not getting Sensaura:
- You need a Sensaura sound card. Hopefully, you've got one, so make
- sure that it's installed and selected.
-
- *****************************************************************************
-
- 10. Known problems
-
- *****************************************************************************
-
- Uninstallation: If you have more than one Sensaura DirectSound3D demo program
- installed and you uninstall one of them, the Start Menu entries will not be
- updated until the PC is reastarted
-
- *****************************************************************************
-
- 11. Contacting Sensaura
-
- *****************************************************************************
-
- For technical support, questions, enquiries or general information, please
- contact us:
-
- Telephone: +44 (0)181 848 6636
-
- Fax: +44 (0)181 848 6543
-
- e-mail: dev@sensaura.co.uk
-
- World Wide Web: www.sensaura.co.uk
-
- Also, if you've created a great program using DirectSound3D, we'd like to hear
- from you !!!
-